MIB88 MegaMod - opinions, technical issues, etc.

Status
Not open for further replies.
@geggo: Thanks for the list. I have actually corrected almost all of those for the next release. I will check out the issue with the hammer causing the crash. Be wary of issues with Klint. You may be missing some files for him. The lack of ammo may be causing the problem, though. I have seen other NPC's spend all their APs reloading a weapon in combat even though they have no ammo. Don't know what I can do about that.

@yghern: I'm surprised that you were able to get married without a problem. I am still having issues with that in my own game. It is crashing when you look at the blacksmith? This was a problem in an earlier version. As for the evil plant (spore plant), I didn't think you could speak to it. Hmmm. These things together have got me thinking that you are not using the latest version of the mod, something didn't get installed right, or that there is some other corruption going on. Very odd. I don't know what to say other than just please let me know what else you encounter.
 
stuck in reloading - probably something to do with not allowing the npc to use hand to hand combat? My knowledge is limited on this to the general - certain npcs won't use just any weapon.


@geggo: The brahmin are getting killed, thats true..i wonder what it is :). The hammer crash, I can't replicate. Betsy the cow can be talked to, make sure you are on version 2.1.1

edit: actually it did finally crash but after i exited inventory upon examing the hammer. Can't seem to replicate it all the time though.
 
Awesome job putting this pack of mods together, MIB88.

One glitch I noticed though, that I didn't see mentioned anywhere (I searched the forums and found nothing), is that for some reason, my party members change their graphic sprites when they have different armor equipped. For example, Sulik in a Leather Jacket has the same sprites as the main character in a Leather Jacket. This glitch doesn't affect game play at all, though it is weird having my whole party look the same.

My apologies if this glitch has been discussed already...I couldn't find anything like it when I searched the forums.
 
MIB88 said:
Not a glitch. That is the B-Team armor mod.
For some reason the thought that it could have been a mod never crossed my mind.

The only other thing I've noticed is that one of the Dunton's was labeled as "Master Trader" when I looked at him after I killed him, and he had nothing in his inventory when I tried to loot his body. The other Dunton was normal though.
 
there is "master trader" in vic's shack for some reason, but the dunton's are fine. He just looks like them. He needs to be fixed.
 
ratsnack said:
there is "master trader" in vic's shack for some reason, but the dunton's are fine. He just looks like them. He needs to be fixed.

He was part of a mod that is yet to be integrated...the Colly/Sokil mod. I have already moved him offscreen to another point to remind me later that there is a critter that goes there as part of another mod, but you won't see him in the next release of the Megamod.
 
What's with all the mod files, it's beggining to look like one of those puzzles for kids, you even got two files with the same name :crazy:
 
So, I started a new game. Of course before it, I've reinstalled F2, checked entire proto folder to read-only AND critters and items folder at data/art too. Here's what I encounter:
1) When I entered ToT, I get 4 statuses (or smth, in that place where should be displayed 'Champion' or 'Married') called 'Error' (non descripted), looking just like Pipboy with googles and pick axe (almost like Explorer perk), second - the same image as Magnetic Personality, third - strong Pipboy with chain in its hand and last - like Fast Metabolsim trait. When get to the villige, 'Magnetic Personality' disappear. Well, anyway, seems like random bug and its not annoing.
2) Should I be 'idolized' in Arroyo from the first steps of ToT?
3) Incorrect attack of Bolt - adressed earlier. Second attack works... but I think is not correctly descripted. It should cause 2-8 damage (strong punch - 1-7), but when fought with Black Radscorpion, Bolt caused something around 1-3 damage, when nake-hand attack effected normally.
4) Small complain. Stone block, when dropped, doesn't seem to land exactly at the raised plate.
5) Can't get Shaman quest from Hakunin. But, in exchange, Hakunin can actually poison my weapon! I've never seen that before.
 
@ratsnack: :lol:

mandala said:
What's with all the mod files, it's beggining to look like one of those puzzles for kids, you even got two files with the same name :crazy:

It is in fact a puzzle for me. And I didn't have duplicate files in my work...that was something that happened by accident when someone else tried to make things easier for most of you and created a single download/installer. As for the number of files, I'll instead ask you two questions: How many files do you think it takes to run Fallout 2? (Here's a hint: take apart those .dat files.) And second, how do you expect to have a mod without adding files?

yghern said:
1) When I entered ToT, I get 4 statuses (or smth, in that place where should be displayed 'Champion' or 'Married') called 'Error' (non descripted), looking just like Pipboy with googles and pick axe (almost like Explorer perk), second - the same image as Magnetic Personality, third - strong Pipboy with chain in its hand and last - like Fast Metabolsim trait. When get to the villige, 'Magnetic Personality' disappear. Well, anyway, seems like random bug and its not annoing.

No easy fix here. Obviously that isn't right. Your install is probably messed up. Try again. You don't have to, but you will most likely encounter other bugs that are not from the mod and I will be unable to help you with.
 
I understand a mod, specially a mod in development needs files, but giving a few more proper names to each file wouldn't be too hard and it would make installation a lot more easier to a person that has basic computer knowledge.
 
mandala said:
I understand a mod, specially a mod in development needs files, but giving a few more proper names to each file wouldn't be too hard and it would make installation a lot more easier to a person that has basic computer knowledge.

Not agree.

If you look in your Fallout2 folder; there is a structure already. If you change it it will be even more difficult to update/graduate those files. For now it's most like "cut & paste" quite easy for Joe nobody.
The "installation" of the mega mode is quite easy:

Guyver8 said:
MasterHan:
actually i meant country version. anyway we may not need that yet...

1: Clean install FO2 (uninstall, delete fallout dir, install)
2: Extract the megamod & the megamod update to two separate folders.
3: Move all the folders from the megamod update into the data folder of the megamod.
4: Move the fallout2.exe from the update to the megamod folder
5: go into the sound\music folder of the megamod and delete all the music files (*.acm) except 25sewer.acm (all the others are already in FO2)
6: In the megamod proto folder set all the files to read-only.
7: The megamod folder should contain fallout2.exe and a data folder.
8: In the fallout2 folder, delete or rename the patch000.dat file (if it exists).
9: Final part, To install just copy the fallout2.exe and the data folder to where you installed the game. (if you don't get asked about overwriting the exe and the data folder then you've done something wrong)

NB: if you keep the megamod folder as is, it makes for an easy re-install.

try it, you'll like it

find it on page 3 --> Here
 
I don't want to belittle Killap's work but do you intend to include his modifications (the unofficial expansion) into the Megamod?

Any ETA for the next version?
 
stormcrow said:
I don't want to belittle Killap's work but do you intend to include his modifications (the unofficial expansion) into the Megamod?

Any ETA for the next version?

Of course I intend to add killap's work! I am really looking forward to it. :)

As for my work, I have just been running into a number of problems. Nothing major, but I have had to go back through a number of scripts...again. I am not going to give another ETA. I mean, I have missed my deadline twice now. But don't worry: this is not a project I am going to abandon. :wink:
 
ratsnack said:
i figured he was a place holder. Unlike metal bard I did not kill and rob him of his shoes however.

I didn't kill the the Master Trader in Vic's shack. I killed the two Dunton's in their house, and after I killed them, one of the Dunton's had the description of "Master Trader", and had no items on him.
 
The Metal Bard said:
ratsnack said:
i figured he was a place holder. Unlike metal bard I did not kill and rob him of his shoes however.

I didn't kill the the Master Trader in Vic's shack. I killed the two Dunton's in their house, and after I killed them, one of the Dunton's had the description of "Master Trader", and had no items on him.
That is because (afaik) there is no specific proto file for the Duntons. They use the Master Trader one and thus until they are dead you won't realize this. Their script changes their description so it reads as Dunton, but once they are dead, the script is no longer running and you see the proto description of "Master Trader"
 
Not sure if this is a bug or how things should work but anyhow....

I talked to Maria at navarro and after I close the dialog and she starts to walk a little everyone within the screen attacks me (and from the looks of it the base is not in alert and it was me who took the first round, -1 level is not alerted either)

Doesn't really seem to matter which line I pick, moments after the dialog closes combat starts.

should this happen or is it a bug/corrupt install?

ps. I too ran in to the vault 14 reseting karma to 0 problem which is mentioned earlier. took a debug log of it if you want to check it (didn't look to contain anything aparent to me atleast....)

Debug log

that is from starting the game->loading save->going on the V14 map->exiting game
 
Status
Not open for further replies.
Back
Top